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"Line." That's all it is right now. I propose to turn it into a tree, and re-arrange it as well to make it a bit more logical.

First, the whacky order of tech development should be addressed. I'd say "natural" weapons should be in the starting level. Things like tentacles, claws, and bites that are really just part of the monster's body. The claw and bite are powerful, so perhaps to begin splitting the tech "line" into a tech "tree" the starting level should also grant access to a "natural weapons" tech area that would increase the damage of claw and bite. The first (currently only) level of claw and bite should be nerfed to accomodate this increase.

Second, do you still read this forum much CW?

Hm. Busy now.. more later when I get home maybe.

edit
Ok. More.

Now, with the natural weapons moved down, level 1's getting crowded. Monster beams and such should move up to level 2. Given that they're level 2 now, they should get a slight buff to damage, range, or both, considering that they will now take a while to research.

Level 2 should open up another tech area, this one for beam weapons. The bio-electric beam, and perhaps some new ones, should go into it at appropriate levels.

...Even better idea: Grid the monster techs! Start off with all the areas open, and then research as you see fit, with Evolution + Tech Area giving varying capabilities for the weapons.

I'm not really proposing to make monsters any more powerful right now, just to make them more interesting. In fact I think the re-arrangement might actually make them less powerful early on. They would be lacking the long-range weapons they start with. The Monster Beam 1, combined with 300kt ships, makes monsters extremely powerful in the very early game. Any normals who get caught in the first 10-20 turns are doomed.

Cybernetic monsters huh? Like the Borg? I suppose they could be susceptible to the Computer Virus. And they could have the unique ability (among monsters) to capture ships.

Traditional, organic monsters could get a radiation-type weapon that kills crew. Give Bridge/LS/CQ the security station ability and the radiation weapon the ability to destroy them. Make the weapon short range and give it several levels, so that it remains balanced as monsters and normals grow.

Robotic - - (undecided) - - Cost: 4000(trait)/100k(tech) - - Starts at: 0
=============================================
Think drones gone wild. Automated sentries, drones, scouts, and warships left behind by some ancient empire. Self-sustaining, self-replicating, they continue to protect their makers' dead homeworlds, only something's gone wrong.. they're expanding their territory....
Robotic monsters would be disallowed the use of natural weapons, psychic, and organic techs. This may have to be a "gentlemen's agreement" sort of thing.
Components: Various beams, missiles, projectile weapons, assorted shields and armors, much like a normal race except unable to colonize nor capture worlds. A different flavor of the current monsters, if you will.

Cybernetic - - (undecided) - - Cost: 4000(trait)/100k(tech) - - Starts at: 0
===============================================
New monster-only racial trait. Think Borg. These special monsters are slower to build things than their more traditional cousins (using either slower yards (preferred) or massively more expensive comps (would have to be balanced by higher production or will result in a gimpy, broke monster!)). They make up for it by having each ship be a force of nature in and of itself, and by capturing enemy vessels.Back to top

Robotic - - (undecided) - - Cost: 4000(trait)/100k(tech) - - Starts at: 0
=============================================
Think drones gone wild. Automated sentries, drones, scouts, and warships left behind by some ancient empire. Self-sustaining, self-replicating, they continue to protect their makers' dead homeworlds, only something's gone wrong.. they're expanding their territory....
Robotic monsters would be disallowed the use of natural weapons, psychic, and organic techs. This may have to be a "gentlemen's agreement" sort of thing.
Components: Various beams, missiles, projectile weapons, assorted shields and armors, much like a normal race except unable to colonize nor capture worlds. A different flavor of the current monsters, if you will.

I can see these guys being fun. Essentially they'd be Expendable or whatever that trait is on CB. Huge production bonus, huge repair penalty.

Quote:

Cybernetic - - (undecided) - - Cost: 4000(trait)/100k(tech) - - Starts at: 0
===============================================
New monster-only racial trait. Think Borg. These special monsters are slower to build things than their more traditional cousins (using either slower yards (preferred) or massively more expensive comps (would have to be balanced by higher production or will result in a gimpy, broke monster!)). They make up for it by having each ship be a force of nature in and of itself, and by capturing enemy vessels.

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